void ScreenLensDistortionOperation::executePixel(float output[4], int x, int y, void *data) { MemoryBuffer *buffer = (MemoryBuffer *)data; float xy[2] = { (float)x, (float)y }; float uv[2]; get_uv(xy, uv); float uv_dot = len_squared_v2(uv); int count[3] = { 0, 0, 0 }; float delta[3][2]; float sum[4] = { 0, 0, 0, 0 }; bool valid_r = get_delta(uv_dot, m_k4[0], uv, delta[0]); bool valid_g = get_delta(uv_dot, m_k4[1], uv, delta[1]); bool valid_b = get_delta(uv_dot, m_k4[2], uv, delta[2]); if (valid_r && valid_g && valid_b) { accumulate(buffer, 0, 1, uv_dot, uv, delta, sum, count); accumulate(buffer, 1, 2, uv_dot, uv, delta, sum, count); if (count[0]) output[0] = 2.0f * sum[0] / (float)count[0]; if (count[1]) output[1] = 2.0f * sum[1] / (float)count[1]; if (count[2]) output[2] = 2.0f * sum[2] / (float)count[2]; /* set alpha */ output[3] = 1.0f; } else { zero_v4(output); } }
void ScreenLensDistortionOperation::determineUV(float result[6], float x, float y) const { const float xy[2] = {x, y}; float uv[2]; get_uv(xy, uv); float uv_dot = len_squared_v2(uv); copy_v2_v2(result + 0, xy); copy_v2_v2(result + 2, xy); copy_v2_v2(result + 4, xy); get_delta(uv_dot, m_k4[0], uv, result + 0); get_delta(uv_dot, m_k4[1], uv, result + 2); get_delta(uv_dot, m_k4[2], uv, result + 4); }
void texture::get_uv(vec2& texture_space) const { auto temp = texture_space; get_uv(temp.x, temp.y, texture_space.x, texture_space.y); }
void texture::get_uv(const rects::texture<float> &uv, rects::texture<float>& out) const { get_uv(uv.u1, uv.v1, out.u1, out.v1); get_uv(uv.u2, uv.v2, out.u2, out.v2); }
void BakedLight::_plot_face(int p_idx, int p_level, const Vector3 *p_vtx, const Vector2* p_uv, const MaterialCache& p_material, const Rect3 &p_aabb) { if (p_level==cell_subdiv-1) { //plot the face by guessing it's albedo and emission value //find best axis to map to, for scanning values int closest_axis; float closest_dot; Vector3 normal = Plane(p_vtx[0],p_vtx[1],p_vtx[2]).normal; for(int i=0;i<3;i++) { Vector3 axis; axis[i]=1.0; float dot=ABS(normal.dot(axis)); if (i==0 || dot>closest_dot) { closest_axis=i; closest_dot=dot; } } Vector3 axis; axis[closest_axis]=1.0; Vector3 t1; t1[(closest_axis+1)%3]=1.0; Vector3 t2; t2[(closest_axis+2)%3]=1.0; t1*=p_aabb.size[(closest_axis+1)%3]/float(color_scan_cell_width); t2*=p_aabb.size[(closest_axis+2)%3]/float(color_scan_cell_width); Color albedo_accum; Color emission_accum; float alpha=0.0; //map to a grid average in the best axis for this face for(int i=0;i<color_scan_cell_width;i++) { Vector3 ofs_i=float(i)*t1; for(int j=0;j<color_scan_cell_width;j++) { Vector3 ofs_j=float(j)*t2; Vector3 from = p_aabb.pos+ofs_i+ofs_j; Vector3 to = from + t1 + t2 + axis * p_aabb.size[closest_axis]; Vector3 half = (to-from)*0.5; //is in this cell? if (!fast_tri_box_overlap(from+half,half,p_vtx)) { continue; //face does not span this cell } //go from -size to +size*2 to avoid skipping collisions Vector3 ray_from = from + (t1+t2)*0.5 - axis * p_aabb.size[closest_axis]; Vector3 ray_to = ray_from + axis * p_aabb.size[closest_axis]*2; Vector3 intersection; if (!Geometry::ray_intersects_triangle(ray_from,ray_to,p_vtx[0],p_vtx[1],p_vtx[2],&intersection)) { //no intersect? look in edges float closest_dist=1e20; for(int j=0;j<3;j++) { Vector3 c; Vector3 inters; Geometry::get_closest_points_between_segments(p_vtx[j],p_vtx[(j+1)%3],ray_from,ray_to,inters,c); float d=c.distance_to(intersection); if (j==0 || d<closest_dist) { closest_dist=d; intersection=inters; } } } Vector2 uv = get_uv(intersection,p_vtx,p_uv); int uv_x = CLAMP(Math::fposmod(uv.x,1.0)*bake_texture_size,0,bake_texture_size-1); int uv_y = CLAMP(Math::fposmod(uv.y,1.0)*bake_texture_size,0,bake_texture_size-1); int ofs = uv_y*bake_texture_size+uv_x; albedo_accum.r+=p_material.albedo[ofs].r; albedo_accum.g+=p_material.albedo[ofs].g; albedo_accum.b+=p_material.albedo[ofs].b; albedo_accum.a+=p_material.albedo[ofs].a; emission_accum.r+=p_material.emission[ofs].r; emission_accum.g+=p_material.emission[ofs].g; emission_accum.b+=p_material.emission[ofs].b; alpha+=1.0; } } if (alpha==0) { //could not in any way get texture information.. so use closest point to center Face3 f( p_vtx[0],p_vtx[1],p_vtx[2]); Vector3 inters = f.get_closest_point_to(p_aabb.pos+p_aabb.size*0.5); Vector2 uv = get_uv(inters,p_vtx,p_uv); int uv_x = CLAMP(Math::fposmod(uv.x,1.0)*bake_texture_size,0,bake_texture_size-1); int uv_y = CLAMP(Math::fposmod(uv.y,1.0)*bake_texture_size,0,bake_texture_size-1); int ofs = uv_y*bake_texture_size+uv_x; alpha = 1.0/(color_scan_cell_width*color_scan_cell_width); albedo_accum.r=p_material.albedo[ofs].r*alpha; albedo_accum.g=p_material.albedo[ofs].g*alpha; albedo_accum.b=p_material.albedo[ofs].b*alpha; albedo_accum.a=p_material.albedo[ofs].a*alpha; emission_accum.r=p_material.emission[ofs].r*alpha; emission_accum.g=p_material.emission[ofs].g*alpha; emission_accum.b=p_material.emission[ofs].b*alpha; zero_alphas++; } else { float accdiv = 1.0/(color_scan_cell_width*color_scan_cell_width); alpha*=accdiv; albedo_accum.r*=accdiv; albedo_accum.g*=accdiv; albedo_accum.b*=accdiv; albedo_accum.a*=accdiv; emission_accum.r*=accdiv; emission_accum.g*=accdiv; emission_accum.b*=accdiv; } //put this temporarily here, corrected in a later step bake_cells_write[p_idx].albedo[0]+=albedo_accum.r; bake_cells_write[p_idx].albedo[1]+=albedo_accum.g; bake_cells_write[p_idx].albedo[2]+=albedo_accum.b; bake_cells_write[p_idx].light[0]+=emission_accum.r; bake_cells_write[p_idx].light[1]+=emission_accum.g; bake_cells_write[p_idx].light[2]+=emission_accum.b; bake_cells_write[p_idx].alpha+=alpha; static const Vector3 side_normals[6]={ Vector3(-1, 0, 0), Vector3( 1, 0, 0), Vector3( 0,-1, 0), Vector3( 0, 1, 0), Vector3( 0, 0,-1), Vector3( 0, 0, 1), }; for(int i=0;i<6;i++) { if (normal.dot(side_normals[i])>CMP_EPSILON) { bake_cells_write[p_idx].used_sides|=(1<<i); } } } else { //go down for(int i=0;i<8;i++) { Rect3 aabb=p_aabb; aabb.size*=0.5; if (i&1) aabb.pos.x+=aabb.size.x; if (i&2) aabb.pos.y+=aabb.size.y; if (i&4) aabb.pos.z+=aabb.size.z; { Rect3 test_aabb=aabb; //test_aabb.grow_by(test_aabb.get_longest_axis_size()*0.05); //grow a bit to avoid numerical error in real-time Vector3 qsize = test_aabb.size*0.5; //quarter size, for fast aabb test if (!fast_tri_box_overlap(test_aabb.pos+qsize,qsize,p_vtx)) { //if (!Face3(p_vtx[0],p_vtx[1],p_vtx[2]).intersects_aabb2(aabb)) { //does not fit in child, go on continue; } } if (bake_cells_write[p_idx].childs[i]==CHILD_EMPTY) { //sub cell must be created if (bake_cells_used==(1<<bake_cells_alloc)) { //exhausted cells, creating more space bake_cells_alloc++; bake_cells_write=PoolVector<BakeCell>::Write(); bake_cells.resize(1<<bake_cells_alloc); bake_cells_write=bake_cells.write(); } bake_cells_write[p_idx].childs[i]=bake_cells_used; bake_cells_level_used[p_level+1]++; bake_cells_used++; } _plot_face(bake_cells_write[p_idx].childs[i],p_level+1,p_vtx,p_uv,p_material,aabb); } } }
OSL::ShaderGlobals& ShadingPoint::get_osl_shader_globals() const { assert(hit()); if (!(m_members & HasOSLShaderGlobals)) { const ShadingRay& ray(get_ray()); m_shader_globals.P = Vector3f(get_point()); m_shader_globals.dPdx = OSL::Vec3(0, 0, 0); m_shader_globals.dPdy = OSL::Vec3(0, 0, 0); m_shader_globals.dPdz = OSL::Vec3(0, 0, 0); m_shader_globals.I = Vector3f(normalize(ray.m_dir)); m_shader_globals.dIdx = OSL::Vec3(0, 0, 0); m_shader_globals.dIdy = OSL::Vec3(0, 0, 0); m_shader_globals.N = Vector3f(get_shading_normal()); m_shader_globals.Ng = Vector3f(get_geometric_normal()); m_shader_globals.u = get_uv(0).x; m_shader_globals.dudx = 0; m_shader_globals.dudy = 0; m_shader_globals.v = get_uv(0).y; m_shader_globals.dvdx = 0; m_shader_globals.dvdy = 0; m_shader_globals.dPdu = Vector3f(get_dpdu(0)); m_shader_globals.dPdv = Vector3f(get_dpdv(0)); m_shader_globals.time = ray.m_time; m_shader_globals.dtime = 0; m_shader_globals.dPdtime = OSL::Vec3(0, 0, 0); m_shader_globals.Ps = OSL::Vec3(0, 0, 0); m_shader_globals.dPsdx = OSL::Vec3(0, 0, 0); m_shader_globals.dPsdy = OSL::Vec3(0, 0, 0); m_shader_globals.renderstate = 0; m_shader_globals.tracedata = 0; m_shader_globals.objdata = 0; m_obj_transform_info.m_assembly_instance_transform = &get_assembly_instance().cumulated_transform_sequence(); m_obj_transform_info.m_object_instance_transform = &get_object_instance().get_transform(); m_shader_globals.object2common = reinterpret_cast<OSL::TransformationPtr>(&m_obj_transform_info); m_shader_globals.shader2common = 0; m_shader_globals.surfacearea = 0; m_shader_globals.raytype = static_cast<int>(ray.m_type); m_shader_globals.flipHandedness = 0; m_shader_globals.backfacing = get_side() == ObjectInstance::FrontSide ? 0 : 1; m_shader_globals.context = 0; m_shader_globals.Ci = 0; m_members |= HasOSLShaderGlobals; } else { // Update always the raytype, as it might have changed from the previous run. m_shader_globals.raytype = static_cast<int>(get_ray().m_type); } return m_shader_globals; }
void GIProbe::_plot_face(int p_idx, int p_level,int p_x,int p_y,int p_z, const Vector3 *p_vtx, const Vector2* p_uv, const Baker::MaterialCache& p_material, const Rect3 &p_aabb,Baker *p_baker) { if (p_level==p_baker->cell_subdiv-1) { //plot the face by guessing it's albedo and emission value //find best axis to map to, for scanning values int closest_axis; float closest_dot; Vector3 normal = Plane(p_vtx[0],p_vtx[1],p_vtx[2]).normal; for(int i=0;i<3;i++) { Vector3 axis; axis[i]=1.0; float dot=ABS(normal.dot(axis)); if (i==0 || dot>closest_dot) { closest_axis=i; closest_dot=dot; } } Vector3 axis; axis[closest_axis]=1.0; Vector3 t1; t1[(closest_axis+1)%3]=1.0; Vector3 t2; t2[(closest_axis+2)%3]=1.0; t1*=p_aabb.size[(closest_axis+1)%3]/float(color_scan_cell_width); t2*=p_aabb.size[(closest_axis+2)%3]/float(color_scan_cell_width); Color albedo_accum; Color emission_accum; Vector3 normal_accum; float alpha=0.0; //map to a grid average in the best axis for this face for(int i=0;i<color_scan_cell_width;i++) { Vector3 ofs_i=float(i)*t1; for(int j=0;j<color_scan_cell_width;j++) { Vector3 ofs_j=float(j)*t2; Vector3 from = p_aabb.pos+ofs_i+ofs_j; Vector3 to = from + t1 + t2 + axis * p_aabb.size[closest_axis]; Vector3 half = (to-from)*0.5; //is in this cell? if (!fast_tri_box_overlap(from+half,half,p_vtx)) { continue; //face does not span this cell } //go from -size to +size*2 to avoid skipping collisions Vector3 ray_from = from + (t1+t2)*0.5 - axis * p_aabb.size[closest_axis]; Vector3 ray_to = ray_from + axis * p_aabb.size[closest_axis]*2; Vector3 intersection; if (!Geometry::ray_intersects_triangle(ray_from,ray_to,p_vtx[0],p_vtx[1],p_vtx[2],&intersection)) { //no intersect? look in edges float closest_dist=1e20; for(int j=0;j<3;j++) { Vector3 c; Vector3 inters; Geometry::get_closest_points_between_segments(p_vtx[j],p_vtx[(j+1)%3],ray_from,ray_to,inters,c); float d=c.distance_to(intersection); if (j==0 || d<closest_dist) { closest_dist=d; intersection=inters; } } } Vector2 uv = get_uv(intersection,p_vtx,p_uv); int uv_x = CLAMP(Math::fposmod(uv.x,1.0f)*bake_texture_size,0,bake_texture_size-1); int uv_y = CLAMP(Math::fposmod(uv.y,1.0f)*bake_texture_size,0,bake_texture_size-1); int ofs = uv_y*bake_texture_size+uv_x; albedo_accum.r+=p_material.albedo[ofs].r; albedo_accum.g+=p_material.albedo[ofs].g; albedo_accum.b+=p_material.albedo[ofs].b; albedo_accum.a+=p_material.albedo[ofs].a; emission_accum.r+=p_material.emission[ofs].r; emission_accum.g+=p_material.emission[ofs].g; emission_accum.b+=p_material.emission[ofs].b; normal_accum+=normal; alpha+=1.0; } } if (alpha==0) { //could not in any way get texture information.. so use closest point to center Face3 f( p_vtx[0],p_vtx[1],p_vtx[2]); Vector3 inters = f.get_closest_point_to(p_aabb.pos+p_aabb.size*0.5); Vector2 uv = get_uv(inters,p_vtx,p_uv); int uv_x = CLAMP(Math::fposmod(uv.x,1.0f)*bake_texture_size,0,bake_texture_size-1); int uv_y = CLAMP(Math::fposmod(uv.y,1.0f)*bake_texture_size,0,bake_texture_size-1); int ofs = uv_y*bake_texture_size+uv_x; alpha = 1.0/(color_scan_cell_width*color_scan_cell_width); albedo_accum.r=p_material.albedo[ofs].r*alpha; albedo_accum.g=p_material.albedo[ofs].g*alpha; albedo_accum.b=p_material.albedo[ofs].b*alpha; albedo_accum.a=p_material.albedo[ofs].a*alpha; emission_accum.r=p_material.emission[ofs].r*alpha; emission_accum.g=p_material.emission[ofs].g*alpha; emission_accum.b=p_material.emission[ofs].b*alpha; normal_accum*=alpha; } else { float accdiv = 1.0/(color_scan_cell_width*color_scan_cell_width); alpha*=accdiv; albedo_accum.r*=accdiv; albedo_accum.g*=accdiv; albedo_accum.b*=accdiv; albedo_accum.a*=accdiv; emission_accum.r*=accdiv; emission_accum.g*=accdiv; emission_accum.b*=accdiv; normal_accum*=accdiv; } //put this temporarily here, corrected in a later step p_baker->bake_cells[p_idx].albedo[0]+=albedo_accum.r; p_baker->bake_cells[p_idx].albedo[1]+=albedo_accum.g; p_baker->bake_cells[p_idx].albedo[2]+=albedo_accum.b; p_baker->bake_cells[p_idx].emission[0]+=emission_accum.r; p_baker->bake_cells[p_idx].emission[1]+=emission_accum.g; p_baker->bake_cells[p_idx].emission[2]+=emission_accum.b; p_baker->bake_cells[p_idx].normal[0]+=normal_accum.x; p_baker->bake_cells[p_idx].normal[1]+=normal_accum.y; p_baker->bake_cells[p_idx].normal[2]+=normal_accum.z; p_baker->bake_cells[p_idx].alpha+=alpha; static const Vector3 side_normals[6]={ Vector3(-1, 0, 0), Vector3( 1, 0, 0), Vector3( 0,-1, 0), Vector3( 0, 1, 0), Vector3( 0, 0,-1), Vector3( 0, 0, 1), }; /* for(int i=0;i<6;i++) { if (normal.dot(side_normals[i])>CMP_EPSILON) { p_baker->bake_cells[p_idx].used_sides|=(1<<i); } }*/ } else { //go down int half = (1<<(p_baker->cell_subdiv-1)) >> (p_level+1); for(int i=0;i<8;i++) { Rect3 aabb=p_aabb; aabb.size*=0.5; int nx=p_x; int ny=p_y; int nz=p_z; if (i&1) { aabb.pos.x+=aabb.size.x; nx+=half; } if (i&2) { aabb.pos.y+=aabb.size.y; ny+=half; } if (i&4) { aabb.pos.z+=aabb.size.z; nz+=half; } //make sure to not plot beyond limits if (nx<0 || nx>=p_baker->axis_cell_size[0] || ny<0 || ny>=p_baker->axis_cell_size[1] || nz<0 || nz>=p_baker->axis_cell_size[2]) continue; { Rect3 test_aabb=aabb; //test_aabb.grow_by(test_aabb.get_longest_axis_size()*0.05); //grow a bit to avoid numerical error in real-time Vector3 qsize = test_aabb.size*0.5; //quarter size, for fast aabb test if (!fast_tri_box_overlap(test_aabb.pos+qsize,qsize,p_vtx)) { //if (!Face3(p_vtx[0],p_vtx[1],p_vtx[2]).intersects_aabb2(aabb)) { //does not fit in child, go on continue; } } if (p_baker->bake_cells[p_idx].childs[i]==Baker::CHILD_EMPTY) { //sub cell must be created uint32_t child_idx = p_baker->bake_cells.size(); p_baker->bake_cells[p_idx].childs[i]=child_idx; p_baker->bake_cells.resize( p_baker->bake_cells.size() + 1); p_baker->bake_cells[child_idx].level=p_level+1; } _plot_face(p_baker->bake_cells[p_idx].childs[i],p_level+1,nx,ny,nz,p_vtx,p_uv,p_material,aabb,p_baker); } } }